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Contents                                      W R ITE RS:Richard Becker, Monte Cook, Adam Gauntlett, Nick Grant, Dan
                                               Harms, Pat Harrigan, James Haughton, George Holochwost, Shane Ivey,
                                               Matthew Pook, Brian Sammons, C.A. Suleiman and John Scott Tynes.
                                                                                               e
 Columns                                       COV E R AR T IST:     Todd Shearer.
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                                               PAGE DESIGN E R :      Jessica Hopkins.
 Mr . Popatov                              4
                                               E D ITORS:   Adam Crossingham, Dan Harms, Shane Ivey and Greg Stolze,
 Slight Return 		                        32    with copy editing by James Knevitt. Founding editor: John Scott Tynes. Editor-in-
                                               chief: Shane Ivey.
 House of Hunger                         34
 The A rt Show
 Arcan e Ar ti facts
                                  e      74    E D ITOR IAL BOAR D :   Brian Appleton, Monte Cook, Adam Crossingham,
                                               Dennis Detwiller, Adam Scott Glancy, Dan Harms, Kenneth Hite, Shane Ivey,
                                               Greg Stolze, John Scott Tynes and Ray Winninger.
                               pl
                                               PLAYTESTE RS:      Simon Brake with Matthew Benner, Elliot Biddle and Laura
 The Chinaman’s Screen                     9   Brake; Steve Dempsey with Beth Lewis, Dave Pickson, Simon Rogers and
                                               Graham Walmsley; Krzysztof Fabjan ́ski with Maciej Paluszkiewicz, Magdalena
 The F orgotten                          19
                                               Paluszkiewicz and Grzegorz Zawadka; Nathan Palmer; Robert Lint with Ryan
                                               Harris, Alex Miner, Shelly Smith and Grace Willard; Harald Schindler with
                                               Archie Leach, Markus Pelzl, H. Schindler and Tom Stern; Kenneth Scroggins with
 Myste r ious                                  Brandon Fong, Thomas and Miles; Tony Toon with Kate Boarman, James House,
   m
                                               Jason Martin and Josh Oliver; and The Veterans of a Thousand Midnights.
 Man uscr i pts
 The Branchly Numbers Edit               20    COPY R IGHT:     All contents are © 2010 by their respective creators. The Yellow
                                               Sign design is © Kevin Ross. Call of Cthulhu is a trademark of Chaosium Inc. for
                                               their roleplaying game of horror and wonder and is used by their kind permission.
                                               Published by arrangement with The Delta Green Partnership. The intellectual
 Featu r e Ar ticles
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                                               property known as Delta Green is © and ™ The Delta Green Partnership, who
                                               has licensed its use here. The Unspeakable Oath is a trademark of Pagan Publishing
 Tales of Nephren-K a                    10    for its magazine of horror roleplaying. The Unspeakable Oath is published four times
                                               per year by Arc Dream Publishing under license from Pagan Publishing.
 The Chapel of C ontemplation            22
 Dog Will Hunt                           37
                                               SUBM ISSIONS & SUBSCR I P T IONS:            Love Cthulhu? Prove it! Our
 Black Sunday                            63    submission guidelines are at our website. The Unspeakable Oath is available in
                                               four-issue subscriptions and in individual issues, also at our website.
                        Dedicated to Keith “Doc” Herber, bassist and world-class Call of Cthulhu writer, 1949–2009.
    The Dread Page of Azathoth
    I first encountered The Unspeakable Oath in 1991. Issue 3         women see the worst that the universe has to offer, incarnated
    sat on a game store shelf in Birmingham, Alabama. It was          in mind-blasting alien flesh, and try to face it down.
    an eye-catcher. Gorgeous black line art by Blair Reynolds,
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    three cultists with bloody robes and knives staring               That’s heroism.
    thoughtfully out; goldenrod cardstock cover wrap, staple-
    bound, very do-it-yourself.                                       I’ve been playing it for nearly 30 years and it still gives
                                                                      me chills.
    Those cultists amazed me. You could tell they weren’t just
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    anonymous mooks, easy pickings for heroic investigators;          I could tell right off, the guys behind The Unspeakable Oath
    they had depth. They had names and ideas and plans.               were my kind of gamers. They designed scenarios and
                                                                      adventure ingredients with rich details and well-researched
    Underneath them, the logotype: “ . . . for the Call of            backgrounds. They looked for villains with real character,
    Cthulhu roleplaying game.”                                        whose motivations, even when insane and irredeemably
                                                                      evil, made a certain kind of pragmatic sense. They rejected
    That cinched it.                                                  the easy answers of the Cthulhu Mythos authors who
                                                                      provided benevolent, or at least accessible, alternate gods
    I hadn’t even opened the cover.                                   as foils to the awfulness of the Great Old Ones. And yet
    island, alien gods seeping down from the sky. Those long-         Dennis and the Pagan crew had applied their unique
    running investigators died to a man. Only one newcomer            sensibilities to World War II and superheroes for the
    escaped—and he had murdered one of the veterans.                  roleplaying game Godlike, eventually published by
                                                                      Hobgoblynn Press. After Dennis and I secured Godlike’s
    It takes a certain kind of gamer to go through that kind of       publishing rights and stock from Hobgoblynn it became
    punishment and come out begging for more. Most shake              Arc Dream’s flagship property. Years trickled by; we made
    their heads and ask when they can get back to the good,           more games; we were nominated for awards despite barely
    clean heroism of a game with affordable resurrection. But         making a ripple in the industry at large.
    my friends and I loved it. The risk itself was a thrill.
                                                                      Everything Arc Dream did was informed at some level
    And as for heroism—well. As Ken Hite has elsewhere                by The Unspeakable Oath. Godlike and Wild Talents are
    observed, Call of Cthulhu is the most heroic roleplaying game     about the nature and risks of heroism, not just the glory of
    ever played. It’s heroic precisely because of the things that     superpowers. Monsters and Other Childish Things features
    make it so horrifying. It’s a game where ordinary men and         ordinary kids with ferocious, often downright Lovecraftian
2
 monsters as their friends and protectors; monsters that give     of point at the right time and gain the clue. In play it has a
 them power but put their friends and loved ones in danger.       very different feel from Call of Cthulhu, heavily focused on
 It’s funny and horrific by turns. We never would have            detective work and careful discovery.
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 made those kinds of games if The Unspeakable Oath hadn’t
 convinced us that kind of gaming were possible.                  There’s been Realms of Cthulhu, an alternate version of
                                                                  Call of Cthulhu for the pulp action game Savage Worlds;
 A few years ago Arc Dream got together with Pagan                CthulhuTech with a science fiction take on the Mythos;
 to resurrect another Call of Cthulhu property that had           The Laundry, adapting Charles Stross’ excellent stories of
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 seemingly slipped off to the Dreamlands, one that had its        espionage, bureaucracy and the Mythos; at Arc Dream
 roots in The Unspeakable Oath: Delta Green. Arc Dream            we adapted the Godlike and Wild Talents rules to Mythos
 put Delta Green: Eyes Only together and Pagan published it,      horror with the free game Nemesis.
 and then we did the more ambitious Delta Green: Targets of
 Opportunity, which came out this year.                           And so in The Unspeakable Oath we’ll provide resources for
                                                                  many Cthulhu Mythos roleplaying games. But the essence
 Somewhere in there, Dennis and I started talking about           of the Oath will always be the game that inspired it.
 The Unspeakable Oath. After Delta Green, resurrecting the
 Oath didn’t seem quite so daunting.                              It’s true that games with more streamlined character
                              e
 We talked about it with Scott Glancy at Pagan, and with
 John Scott Tynes who founded the Oath; they were pleased
 with the work we’d done for Delta Green; and then the
                                                                  generation and more tightly focused mechanics can make
                                                                  Call of Cthulhu’s decades-old rules and endless list of skills
                                                                  feel a little fusty and crusty. But the game has been around
                                                                  this long because it works. It’s not for everyone, but it’s a
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 deal was done.                                                   game that does what it’s trying to do.
 At one point I remember it suddenly sinking in: Holy shit.       In Call of Cthulhu there are no sure things. At best there’s
 We’re bringing back the Oath!                                    only a hint in a grimy old book that you might not even
                                                                  notice on the shelf. The spasmodic pull of an unfamiliar
 I may be running the thing now, but I’ll always be a             trigger. A stumbling flight from stinking shadows to the
 giddy fan at heart.                                              false light of day. More likely it’s death that you never
                                                                  saw coming, or a realization that leaves you utterly,
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permanently unhinged.
 most of it himself. He kept it going for seven years, then       Join us and see if you agree.
 a break, then a last issue—and then a decade’s silence
 until today. And after all this time, countless gamers still
 remember the Oath with love. John should be proud as hell.
                                                                                                      S hane I vey, editor - in - chief
 Roleplaying games have seen a lot of changes in the 20
 years since The Unspeakable Oath first appeared, and in the
 10 since it last appeared. Several new games have covered        Postscript: Longtime readers may notice there’s a section
 the Cthulhu Mythos.                                              missing in this issue: Scream and Scream Again, the letters
                                                                  column. With so many years gone by between issues it
 Ken Hite’s Trail of Cthulhu, a licensed variant on Call of       didn’t seem feasible to collect comments on the last one
 Cthulhu, moves the investigations at the heart of the game       to be published. We’ll most likely see Scream and Scream
 away from randomized skill rolls. Instead it uses pools of       Again in issue 19. See the masthead for our mailing and
 skill points under the player’s control; spend the right kind    email addresses.
 Issue 18                                                                                                                                 3
    A Tale of Terror: Mr. Popatov
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                  B y J ohn S cott Tynes
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                  a witness to some recent event. This witness is of negligible
                  value to the adventure, offering only a few corroborating
                  details. But the interview with the witness is a different
                  matter.
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                                                                           That night, the investigator with the lowest Sanity has a
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                                                                           vivid dream. He’s back in Josef’s house but now he realizes
                                                                           that Josef himself is a marionette being operated by slender
                                                                           black threads—threads that drape across the floor and
                                                                           terminate in a coil around Mr. Popatov’s black cloven hoof.
             a broad smile.
                                                                           Mr. Popatov is soon to be sacrificed by the rest of the
             The interview goes uneventfully, with some light comedy       puppets in Josef’s theatre in a black mass to be held in
             provided by Josef’s hearing problem. The investigators        some ominous outdoor spot. Josef will carry his theatre
             notice, however, that Mr. Popatov is never still. He rocks    there, lay Mr. Popatov atop a stone, and then manipulate
             gently back and forth, somewhat irregularly, and several      the other puppets as they enact the ritual and cut Mr.
             times he turns slightly as if facing one investigator or      Popatov’s strings. Josef’s planning and field trips for
             another or Josef himself.                                     this event will provide plenty of fodder for watchful
                                                                           investigators. Should he succeed in sacrificing Mr.
             Of course, it’s a creaky, unsteady old house. Even shifting   Popatov, Josef will die and his soul transferred into the now
             in your chair is enough to make the tea cups Josef serves     liberated and living body of Mr. Popatov.
             rattle in their saucers. When the investigators get up to
             leave, their footsteps make Mr. Popatov jiggle.
             Issue 18                                                                                                                      5
    the Eye of Light & Darkness
    B y various cultists
    Reviews are rated on a scale of one to ten phobias. Six or more   Rather than traditional attributes and skills, in the
    means it’s worth the money; at ten it’s insanely terrific.        GUMSHOE System characters are defined by two Ability
                                                                      types: Investigative (divided into Academic, Interpersonal,
                                                                      and Technical) and General. Both Ability types are
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                                                                      represented by pools of points. Investigative Ability points
                                                                      are spent to acquire clues while General Ability points are
                                       Trail of Cthulhu               spent to modify the die rolls in actions such as Driving,
                                                                      Fleeing, and Scuffling. Notably, both Health and Stability
                                       P elgrane P ress , $ 39.95     are General Abilities, as is the signature Sanity Ability,
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                                       B y K enneth H ite             their points spent to save against taking physical or mental
                                       R eviewed by M atthew P ook    damage respectively.
                                              e
    Call of Cthulhu is not perfect. It quantifies the Cthulhu
    Mythos, giving it numbers and making it knowable. Its skill
    system can result in the investigators missing clues and thus
                                                                      Alongside a re-examination of the Mythos, its entities,
                                                                      and its tomes, Hite provides a good overview of the 1930s,
                                                                      complete with new cults, some of which have a political
                                                                      aspect. In addition to the Brotherhood of the Yellow Sign
                                                                      and Yithian agents, he details Germany’s Ahnenerbe
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    stalling a scenario. It can be difficult to explain character     and Japan’s Black Dragon Society. Their inclusion nicely
    motivation for investigating the horrors of the Mythos.           leads into the overview of the “Dirty Thirties,” a decade
                                                                      of famine, poverty, racism, totalitarianism (described as
    Trail of Cthulhu is a licensed version of Call of Cthulhu from    mankind’s own “Creeping Order”), and war.
    Pelgrane Press that addresses these issues. Written by Ken
    Hite (a member of the editorial board of The Unspeakable          Where in Call of Cthulhu an investigator simply loses
    Oath), it uses that publisher’s GUMSHOE System, Robin             Sanity, in Trail he can lose Sanity and Stability. Stability
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    D. Laws’ rules that shift the emphasis from finding clues to      measures an investigator’s immediate mental state and
    interpreting them. Hite adds Drives to explain investigator       can be relatively easily recovered, while Sanity measures
    motivation. By discussing entities of the Mythos often in         acceptance of the universe’s true nature. Sanity is still lost
    contradictory terms, not giving them stats beyond the Sanity      for reading Mythos tomes, but is also lost for suffering a
    loss they inflict, and by moving the game forward into the        Mythos Shock (which occurs when a Mythos encounter
    Desperate Decade of the 1930s, Hite makes Lovecraftian            drives an investigator’s Stability below 0), and, more
    investigative horror unknown once again.                          radically, for using the Cthulhu Mythos skill to understand
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